Lord_Xylum
Lord_Xylum
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- Lord_Xylum
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Strike-of-a-match ideas can end up being some of the best ideas. Only thing I'm curious about are the range limits; how far away can survivors be pulled from? How close do you have to be to webbed survivors before you can interact with them? Etc.
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Cool concept 👍
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@TauvaAVP said:
the instadown into carry while undetectable seems kinda busted but cool concept.
Ideally, when healthy, the skill checks are more manageable. I envisioned it to be similar to Merciless Storm, but faster. You hit the skill checks over 10 seconds, and the grace period while healthy is 2 missed skill checks before being downed. While injured, it's only 1 missed skill check to be downed.
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What exactly is the "weakening" effect in Hex: Last Resort? The exposed effect? Or something else?
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Mod Request:
Apologies, I was unaware of the "Creations" forum page. If any mods see this, I'm requesting to have this post moved there instead. Thank you ❤
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UPDATE:
•Added Killer perk concepts to the character package. (Names are generic, as I focused more on the effects.)
•Added more contingencies to Ghostflame Armor (renamed to Wraithflame Armor) to ensure it's more in-line with gameplay standards and not as oppressive as before.
•Added more images of the ideal Sauron design for DBD, screenshotted from the Middle-Earth games, to further provide context.
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Far too easy to chain pallet after pallet. Requires very little effort to play, which usually results in pre-dropping 2 or 3, and then actually having to mindgame the 4th pallet. It's silly.
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This map is mostly fine, I'd just remove one single pallet from the street and put it elsewhere, because there are still some corner deadzones.
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Please remove at least 1 or 2 of the double-pallet fillers that can spawn on these maps. I had two spawn right beside eachother, both within 15 meters of a generator, plus a stronger pallet.
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I'm on Xbox Series S and it's affecting us too. All of the exact same issues listed above.
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I also tried "restoring to default". It did not solve the issue.
Edit: Restarting the game solved the issue, but it said my account was "signed in elsewhere". Super strange.
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December 2024 Update: Gave it some modern touch-ups, specified the vision on certain power aspects, and generally hoping BHVR will see this again.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843985#Comment_3843985
She doesn't lose distance like Knight because I specifically said "while moving".
Ok, how would that work?
Drone is going to travel basically only where you have walked before → unlike for there to be surivors, or skully will just hold W meanwhile (which can be often worse than just standing).Claw Traps here are meant to give Skull Merchant the ability to capitalize on her info with near-constant, unpredictable Undetectable.
no, it's constant only if you manage to detect with your drones regularly, which will create completely new issues to other side. And it is already worse than her current undetectable.
you can't place Drones near gens.
Then as long survivors stay on gens, you are not able to detect them with your drones at all? I can just run to unfinished generator and be 100% safe? Seems flawed to me.
Claw Traps also give basekit Dissolution and brief Bamboozle.
Sure, but let's be honest, if you compare it to any of two versions of skull merchant, this is simply worse on all levels.
What is this supposed to be better at? If it is not better at something, then it is simply going to be miserable to play as.
She's a setup Killer. Always has been. She was never conceptualized to be an anti-generator Killer. So you have to play accordingly.
My advice for this playstyle idea? Place Drone Paths that cover multiple loops, or cover a high-traffic location. Then, corral Survivors into your Drones. If they are avoiding the Drones, this can also be a good thing, because they waste time maneuvering and you potentially spend less time chasing.
When tagged, looping becomes harder for Survivors because they risk losing pallets fast. Your mindgames are enhanced with no red stain (Undetectable), windows become only a brief respite, and they cannot heal nearby teammates for a time.
Sure, Survivors can work on gens unimpeded by your power. So what? They have to move into your Drones eventually, if you're smart about playing her.
I fail to see how this rework fails to be satisfactory.
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It is a dangerous status effect to work with, I agree, that's why the base time for it is 20 seconds.
While the casted paths for Drones can be quite long, the width of the scan lines themselves are unaltered, as well as rotation speed from her original versions. They should be easy enough to maneuver around. (Excluding some indoor maps. Can't cover everything)
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@PetTheDoggo said:
There is simple issue. You want her to basically waste time using power, exactly as Knight, but the effect is way worse than Knight.
Unlike when chased by a guard, drone can't do anything to me. Skully needs to catch up to me, if she wants to injure/down me.
Then you have even more issues. If detection by drone will be easy and using it fast, we have 3-gen king again. Just give as many survivors you can Incapacitated status effect and defend your Ruin. If drone won't be able to easily effect survivors, then it is kinda useless, no?If getting claw trap will be too easy, there will also be tons of crying about "underserved" value. If it is too difficult, then she is completely without a power and using her power only wastes her time.
This concept is not possible to balance and even less possible to make it fun for both sides.I disagree on a few accounts.
- She doesn't lose distance like Knight because I specifically said "while moving".
- Claw Traps here are meant to give Skull Merchant the ability to capitalize on her info with near-constant, unpredictable Undetectable.
- The Drones don't enable "3-genning" at all because, as I stated once again, you can't place Drones near gens. Claw Traps also give basekit Dissolution and brief Bamboozle.
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@[Deleted User] said:
Were you a SM main before you came up with these changes? It's difficult to tell what would be good for her these days.
No, but I have played her quite a lot, both in her first version, and her subsequent rework. Played her only once or twice after her recent nerfs.
I made this post because some community members expressed wanting a better focus on stealth & tracking.
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Any thoughts on this, readers?
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Bringing attention to this again. Twitch staff said that this problem is on your side, and that you'll have to resolve it somehow.
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Added video evidence to help showcase the bug.
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@Coordi said:
Were you using any add-ons when this occurred?
It happens regardless of add-ons, I believe, but the ones I normally use are Ultrasonic Speaker (Brown), Vital Targeting Processor (Green) and Powdered Glass (Green).
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Since people have been talking more about Alien chapter ideas, I decided to re-present my Predator chapter concept. I just made some QoL changes to Predator's basekit, so tell me what you all think!
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Boosting this after a long time, since it's still relevant. Also adding an extra buff idea.
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@Viskod said:
How? That literally solves your problem. If you're in the middle of the consecutive matches for the survey and a bug like that happens, just let it play out and let the match finish normally.
The point is the survey not how you maximize every one of these matches right? What does it matter?
Because I already DC'd. The question was asking what to do regarding that. I didn't ask for a method of prevention, I asked for a solution.
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@Viskod said:
Don't DC and just let the survivors go.
Thanks, that's incredibly unhelpful.
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Because of this, I've suffered through my high-MMR matches. Get it working right. I'm sick of having to redo hard achievements multiple times for them to "count".
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@randonly said:
I liked it, but I would make some adjustments
if it's supposed to be a hide and seek mode, maybe it's better to remove all addons and perks that reveal aura of survivors. It would also have to disable the doctor's shock therapy, leaving only the short-range shock that causes stun.
In place of generators, there could be more lockers across the map and chests.
From time to time, some important event could appear on the map, like some special ability that both survivors and the killer could interact with, to give more action in the game, like: gain invisibility power, be able to reveal the nearest survivor's aura, camouflage in object of the map, etc.
I also think it could remove the hooks. Survivors placed in dying state would be banned from the map for a few seconds (the killer doesn't need to grab), being grabbed by the entity on the ground and spawn somewhere else on the map (inside a locker, or camouflaged as some object, or the most as far as possible, etc) and if the person falls 2x, in the third, person automatically dies.
Ps: I think 20 minutes is a lot. 10 minutes is enough time.
ps2: As it would be an event mode and for fun, it is not necessary a double queue for survivor and killer, everyone is placed in a single qeue and as soon as the match starts, one of the five is chosen for be the killer. Even if there are groups on queue (squads, duo, trio), one of them can be chosen to be the killer and not necessarily the solo person.
Ps3: Dead survivors stay in the ghost state until the end of the game, they can only walk, but can't interact with anything and anyone (and cannot be seen by anyone alive). If at the end of the time one survivor remains alive, the whole team wins (which would decrease the survivors' chances of sabotaging themselves (taking the killer to where each one is).
There's a lot of ideas here that I like, but I'd just like to reiterate that it isn't necessarily a hide-n-seek mode. That would get quite boring, as I've simulated hide and seek in customs before. It just doesn't translate well into gameplay.
I also tried to offer ideas that required the minimal amount of coding, because we all know DBD's spaghetti code is a hassle.
The extra periodical objectives is a good idea that I totally vibe with, though.
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I've been thinking on this again recently. Might make some edits soon. Give me some ideas for how this could be better!
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I agree with most of these, 6/10 to be exact.
I disagree with the Key change (Broken Key should appear broken, however), the add-on removals, the offering removals, and I just don't care much for new emotes.
I'm not gonna comment on the chapter preferences, we all have our own desires regarding that.
I'd like to add and emphasize Killer FOV increases, so that we can't as easily lose a Survivor or miss a hit simply because they got close to us. It's idiotic.
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Killer FOV increases would also be appreciated.
The 360 Tech, FOV Tech, and Window Tech all take advantage of small Killer FOV, and it's incredibly stupid, not to mention very immersion-breaking.
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Yeah some of their codes, usually streamer-related ones, are only ever available for 24 hours. I wish they would tell us exactly how long the codes last once they give them out.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/312851/punish-facecampers
You mean pls bhvr make it so killer need to leave the hook and give free unhook no matter what and add a save zone for me loping around a hooked surv long enough
Read between the lines, bud. 60 seconds. No Killer should be babysitting a hook that long.
@BubbaDredge said:
https://forum.deadbydaylight.com/en/discussion/312851/punish-facecampers
Facecamping is the perfect punishment for players like you, unable to READ THE RULES.
I'm well aware of the "rules". I'm not reporting facecampers. I am however, providing a solution, not a band-aid fix, to a gaping hole in the game's structure. You'll be just fine without it.
@Marc_123 said:
No.
FC is not nice but doesn´t need a change.
Sometimes you just have bad luck. Hang in there with pride helping your team and go on to the next game.
So we're just going to act like it's okay that a person's time can be wasted by another player? That one player can deny another any capacity for fun by just standing there? I do wait it out in an attempt to still help my teammates, but that does not make it okay.
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@Tr1nity said:
You sound pissed.
Nah I actually really enjoy wasting an entire match because the Killer decided that they don't want to loop for kills.
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YES PLEASE.
Eliminate the 360 Tech and the FOV Tech at the same time.
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Now that I've thought more about this, BHVR could implement this as an event week/month, and reactivate it every couple months to keep the game fun.
Best case scenario is it gets implemented as a permanent mode, though that's wishful thinking.
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@ARTRA said:
I would be happy just if Zombies dont get stuck anymore in a tree.
And for ask something, the pink addon that speed zombies, i would like a passive effect in addition, at least more vision radious or more vision range. Purple one gives 50% permanent speed, faster respawn and if killed in endgame spawn behind doors.
But really just make zombies not get stuck everywhere its an insane buff.
Yeah the red add-ons lately have been pretty underwhelming on recent Killers.
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@Reshy said:
Need more zombies on larger maps as well, in addition to better pathfinding behavior.
Sadly I think the devs stated that they're never adding more Zombies, but the pathfinding definitely needs some fine-tuning.
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@Mandy said:
If you need to report a player, there's more information about that here: https://forum.deadbydaylight.com/en/kb/articles/139-game-rules and the link to the support website is here: https://support.deadbydaylight.com/hc/en-us/requests/new Please note that an in game report must have been made.
Thank you, my report has been submitted.
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@Marcavecunc said:
Your automatic die and respawn should also include if the zombie hasn't moved for the past 10-15 seconds (as in.. it's stuck, doing the walking animation, but not actually moving)
That's my main issue with zombies... Especially on maps with hills, they always get stuck on hills for some reason.
I could get behind that. They seem to get stuck the most on Red Forest, Springwood, Haddonfield and Coldwind Farm.
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Give me your thoughts and opinions down below.
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@Steel_Eyed said:
I think if they go the route of additional perk slots, they'd have to add limitations to use of perk slots PLUS make certain perks take multiple slots up.
IE one tracking perk, one gen regression, one chase, one end game, etc.
No ones interested in playing against Blights and Nurses with five gen regression perks.
That's why I specifically said that the 5th perk can only be a Teachable Perk lol.
Clown could have Pop as his 5th for example, but he's still Clown.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2804588#Comment_2804588
I don’t think it needs a cooldown. How often are you snuffing boons?
Well, it doesn't block other Boons that may be lit, and sometimes there are multiple. I didn't want the timer to be reset after kicking 2 or more Boons in quick succession.
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Because toxic behavior isn't really bannable, via their guidelines. Only certain things such as holding a match hostage and using hacks.
Also, blocking a player only stops them from communicating with you. It sadly doesn't stop them from matchmaking with you.
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@lethargicsauce said:
I like this, and the limitation of only that killer's teachable perks is good, if limiting for some like Oni and Wraith, while necessary for some like Artist and Trickster.
Yeah, sadly not all Killers' teachables are good 😅 but it can be really beneficial for most of the roster. It can also be a fun little game to try and figure out which of the 3 Teachable Perks the Killer brought.
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@Starrseed said:
I like that. I never understood why killer only have 4 perks because I don't have the feeling killer perks are that much stronger then survivor perks and they got 16 and since many perks affect other survs and not only you i think it's time to give killer at least one or maybe even two more slots but with some restrictions because I think slowdown builds would get way to strong so maybe just limit it to one of there own perks and one general perk
I didn't want to add the ability to bring Generic Perks because 9/10 players would just bring NOED every game lol
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If you hit all Great Skill Checks, the wiggling is actually slightly over 1 second faster than the old version.
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@Marcavecunc said:
I like that idea, but I'd make it a little different.. Not block the totems entirely.. but prevent totems from being Blessed entirely. Cleansed, who cares, it benefits you, blessed is what you want to block. So I'd make blessing totems blocked for 40/50/60 or something
But yeah , good idea, snuffing a totem shouldnt penalize you as a killer.
It's meant to give a big incentive to seek and snuff Boons. Kick the Boon, deny any re-blessings and protect your Hexes for a little while.
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What do you think of this perk? I submitted it in the Design Your Own Perk thread:
[Fire With Fire]
As your prey enhances themselves with new abilities, The Entity offers you its own blessing.
When the Killer snuffs out a Boon Totem, call upon The Entity to block all Dull and Hex Totems for 20/30/40 seconds. This perk has a cooldown of 60 seconds.
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Commenting to get this post situated since it was moved.
Readers, tell me your thoughts on how this concept could potentially be better.
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[Fire With Fire] Killer
As your prey enhances themselves with new abilities, The Entity offers you its own blessing.
When the Killer snuffs out a Boon Totem, call upon The Entity to block all Dull and Hex Totems for 20/30/40 seconds. This perk has a cooldown of 60 seconds.
"Boons? You poor soul...the whispers say no more to that." -Unknown
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GHOSTFACE ADD-ON REWORKS
Many of Ghostface's add-ons go unused compared to the power recovery ones. (Olsen's Address Book and Chewed Pen, primarily) I'm aiming to give more utility to the rest of his lineup. Power recovery and Marked duration add-ons will not be in this list.
Common - Ultra Rare
"Philly" (C)
Highlights Survivors that come into The Ghost Face's FOV while in Night Shroud.
Headlines Cutouts (C)
Increase Survivor footstep noise by 50% while in Night Shroud.
Telephoto Lens (UC) Change to Rare
Survivors being stalked have their aura revealed for 5 seconds.
Olsen's Journal (UC)
Survivor's hit while in Night Shroud will suffer the Mangled and Hemorrhage effects until healthy.
Marked Map (UC) Change to Very Rare
When a Survivor becomes Marked, they leave a constant trail of Scratch Marks leading to them until unmarked, even while walking or crouching.
Cinch Straps (UC)
Buff crouch speed from 3% to 5%
Leather Knife Sheath (R)
Buff crouch speed from 6% to 10%
Drop-Leg Knife Sheath (VR)
When crouching, immediately activate Night Shroud for the duration you remain crouched or until revealed. Reduces crouch speed by 5%
Olsen's Wallet (R)
When a Survivor is Marked, apply the Exhausted status effect for the duration they are Marked.
Knife Belt Clip (R) Change to Uncommon
When The Ghost Face is in Night Shroud and when a Survivor is Marked, increase vault speed by 10%
Victim's Detailed Routine (VR)
When Night Shroud is activated, Survivors repairing generators, healing, or cleansing/blessing totems have their aura revealed for 5 seconds.
Night Vision Monocular (VR)
When a Survivor is Marked, reveal other Survivors within 16 meters of the marked Survivor with Killer Instinct.
Driver's License (VR)
Buffs the maximum range that The Ghost Face can't be revealed from 8 meters to 12 meters. Survivors that reveal The Ghost Face suffer the Hindered status effect for 10 seconds.
"Ghost Face Caught On Tape" (UR)
Alongside decreasing time required to Mark by 1 second (in and out of cover), marking a Survivor will instantly mark all other Survivors within a 12 meter radius of the first Marked Survivor.
Outdoor Security Camera (UR)
Downing a Marked Survivor will not only reveal Survivors outside of your Terror Radius, but will also block generators being repaired for 16 seconds. Affected generators are highlighted in white.